/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "ScriptPCH.h"
#include "naxxramas.h"

#define SAY_AGGRO               RAND(-1533075, -1533076, -1533077)
#define SAY_SUMMON              -1533078
#define SAY_SLAY                RAND(-1533079, -1533080)
#define SAY_DEATH               -1533081

#define SOUND_DEATH      8848

#define SPELL_CURSE_PLAGUEBRINGER       RAID_MODE(29213, 54835)
#define SPELL_BLINK                     RAND(29208, 29209, 29210, 29211)
#define SPELL_CRIPPLE                   RAID_MODE(29212, 54814)
#define SPELL_TELEPORT                  29216

#define MOB_WARRIOR         16984
#define MOB_CHAMPION        16983
#define MOB_GUARDIAN        16981

// Teleport position of Noth on his balcony
#define TELE_X 2631.370f
#define TELE_Y -3529.680f
#define TELE_Z 274.040f
#define TELE_O 6.277f

#define MAX_SUMMON_POS 5

const float SummonPos[MAX_SUMMON_POS][4] = { { 2728.12f, -3544.43f, 261.91f,
        6.04f }, { 2729.05f, -3544.47f, 261.91f, 5.58f }, { 2728.24f, -3465.08f,
        264.20f, 3.56f }, { 2704.11f, -3456.81f, 265.53f, 4.51f }, { 2663.56f,
        -3464.43f, 262.66f, 5.20f }, };

enum Events {
    EVENT_NONE,
    EVENT_BERSERK,
    EVENT_CURSE,
    EVENT_BLINK,
    EVENT_WARRIOR,
    EVENT_BALCONY,
    EVENT_WAVE,
    EVENT_GROUND,
};

class boss_noth: public CreatureScript {
public:
    boss_noth() :
            CreatureScript("boss_noth") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_nothAI(pCreature);
    }

    struct boss_nothAI: public BossAI {
        boss_nothAI(Creature *c) :
                BossAI(c, BOSS_NOTH) {
            me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK,
                    true);
            me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
        }

        uint32 waveCount, balconyCount;

        void Reset() {
            me->SetReactState(REACT_AGGRESSIVE);
            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            _Reset();
        }

        void EnterCombat(Unit * /*who*/) {
            _EnterCombat();
            DoScriptText(SAY_AGGRO, me);
            balconyCount = 0;
            EnterPhaseGround();
        }

        void EnterPhaseGround() {
            me->SetReactState(REACT_AGGRESSIVE);
            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            DoZoneInCombat();
            if (me->getThreatManager().isThreatListEmpty())
                EnterEvadeMode();
            else {
                events.ScheduleEvent(EVENT_BALCONY, 110000);
                events.ScheduleEvent(EVENT_CURSE, 10000 + rand() % 15000);
                events.ScheduleEvent(EVENT_WARRIOR, 30000);
                if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
                    events.ScheduleEvent(EVENT_BLINK, 20000 + rand() % 20000);
            }
        }

        void KilledUnit(Unit* /*victim*/) {
            if (!(rand() % 5))
                DoScriptText(SAY_SLAY, me);
        }

        void JustSummoned(Creature *summon) {
            summons.Summon(summon);
            summon->setActive(true);
            summon->AI()->DoZoneInCombat();
        }

        void JustDied(Unit* /*Killer*/) {
            _JustDied();
            DoScriptText(SAY_DEATH, me);
        }

        void SummonUndead(uint32 entry, uint32 num) {
            for (uint32 i = 0; i < num; ++i) {
                uint32 pos = rand() % MAX_SUMMON_POS;
                me->SummonCreature(entry, SummonPos[pos][0], SummonPos[pos][1],
                        SummonPos[pos][2], SummonPos[pos][3],
                        TEMPSUMMON_CORPSE_DESPAWN, 60000);
            }
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim() || !CheckInRoom())
                return;

            events.Update(diff);

            while (uint32 eventId = events.ExecuteEvent()) {
                switch (eventId) {
                case EVENT_CURSE:
                    DoCastAOE(SPELL_CURSE_PLAGUEBRINGER);
                    events.ScheduleEvent(EVENT_CURSE, 50000 + rand() % 10000);
                    return;
                case EVENT_WARRIOR:
                    DoScriptText(SAY_SUMMON, me);
                    SummonUndead(MOB_WARRIOR, RAID_MODE(2, 3));
                    events.ScheduleEvent(EVENT_WARRIOR, 30000);
                    return;
                case EVENT_BLINK:
                    DoCastAOE(SPELL_CRIPPLE, true);
                    DoCastAOE(SPELL_BLINK);
                    DoResetThreat();
                    events.ScheduleEvent(EVENT_BLINK, 40000);
                    return;
                case EVENT_BALCONY:
                    me->SetReactState(REACT_PASSIVE);
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                    me->AttackStop();
                    me->RemoveAllAuras();
                    me->NearTeleportTo(TELE_X, TELE_Y, TELE_Z, TELE_O);
                    events.Reset();
                    events.ScheduleEvent(EVENT_WAVE, 2000 + rand() % 3000);
                    waveCount = 0;
                    return;
                case EVENT_WAVE:
                    DoScriptText(SAY_SUMMON, me);
                    switch (balconyCount) {
                    case 0:
                        SummonUndead(MOB_CHAMPION, RAID_MODE(2, 4));
                        break;
                    case 1:
                        SummonUndead(MOB_CHAMPION, RAID_MODE(1, 2));
                        SummonUndead(MOB_GUARDIAN, RAID_MODE(1, 2));
                        break;
                    case 2:
                        SummonUndead(MOB_GUARDIAN, RAID_MODE(2, 4));
                        break;
                    default:
                        SummonUndead(MOB_CHAMPION, RAID_MODE(5, 10));
                        SummonUndead(MOB_GUARDIAN, RAID_MODE(5, 10));
                        break;
                    }
                    ++waveCount;
                    events.ScheduleEvent(
                            waveCount < 2 ? EVENT_WAVE : EVENT_GROUND,
                            30000 + rand() % 15000);
                    return;
                case EVENT_GROUND: {
                    ++balconyCount;
                    float x, y, z, o;
                    me->GetHomePosition(x, y, z, o);
                    me->NearTeleportTo(x, y, z, o);
                    events.ScheduleEvent(EVENT_BALCONY, 110000);
                    EnterPhaseGround();
                    return;
                }
                }
            }

            if (me->HasReactState(REACT_AGGRESSIVE))
                DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_noth() {
    new boss_noth();
}
